Sign in to follow this  
Followers 0
Toqtamish

Focus on Your Objectives - Deckbuilding Article

85 posts in this topic

Aahzmandius_Karrde said:

spalanzani said:

 

 Although the dark side dial is still there of course. But then it won't be beyond the realms of possibility to imagine seeing cards that slow that up, too.

 

 

With out a doubt since there's already a card that "slows" the dial. 

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor.  And since it's an interrupt it will even effect when it's destroyed itself.

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

Share this post


Link to post
Share on other sites

spalanzani said:

Aahzmandius_Karrde said:

 

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor.  And since it's an interrupt it will even effect when it's destroyed itself.

 

 

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

It also foreshadows other abilities to slow or reverse the dial.  The DS takes the first turn, but is not allowed to attack.  It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2.  The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

Share this post


Link to post
Share on other sites

Aahzmandius_Karrde said:

 

spalanzani said:

 

Aahzmandius_Karrde said:

 

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor.  And since it's an interrupt it will even effect when it's destroyed itself.

 

 

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

 

 

It also foreshadows other abilities to slow or reverse the dial.  The DS takes the first turn, but is not allowed to attack.  It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2.  The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

 

 

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

Share this post


Link to post
Share on other sites

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Share this post


Link to post
Share on other sites

Aahzmandius_Karrde said:

Budgernaut said:

 

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

 

 

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Wow. Good catch on the "Play only during your turn." That's two strikes on me for misreading cards in one day. I need to be more careful when I read these things.

Share this post


Link to post
Share on other sites

I think this is going to be the first game I will buy where I will get it be able to play straightaway without reference to a physical rules booklet! Grand!

gran_risa.gif

Share this post


Link to post
Share on other sites

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

You already know the limitation of this card, but you can still play it turn one. Nuke that one per deck opening objective and set the tone for the rest of the game. Yeah, they get a new objective on their turn, but it's a random objective. The only rule to this is you must say "Now witness the power of this fully armed and operational battle station"!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0